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Trellis – 3D mesh generative model

trellis3d.github.io

31–40 of 84 posts

Re: Trellis – 3D mesh generative model

#31
It's not perfect, but significantly better than most that I've tried. Every time I've tried a 3d model generator up to this point, the result was unbelievably bad. This time it was medium good. All, give me a file format I can drop right into Orca Slicer.

Re: Trellis – 3D mesh generative model

#33
Tried it with a few simple images - not trying to deliberately confuse it. Seems to handle angular objects better (buildings, ships, etc.) as opposed to something more biological (lot of animal failures).

I haven't cracked any of these open in Blender to look at the topology so they could be (and probably are) an absolute mess, so it's likely that attempting to make changes to the model may prove to be more trouble than it's worth, but still neat to play around with.

Images / Resulting models:

https://imgur.com/a/eSWJhMj

Re: Trellis – 3D mesh generative model

#34

Wow, these look amazing. I'm a layman, but I think this is what everyone's been thinking about ever since the first NeRF demos? EDIT: I went looking for those threads and found my own comment wishing for this 5 years ago https://news.ycombinator.com/item?id=22642628 The next step is to automatically add "nodes" to the 3D images where the model can pivot, rotate and whatnot and then boom, you have on-demand animated,…

> "The next step is to automatically add "nodes" to the 3D images where the model can pivot, rotate and whatnot and then boom, you have on-demand animated, interactive content."

Well not really sure what you're talking about here wrt nodes (adding in arbitrary rotation/zoom sounds great in theory if all you're looking for is a lazy susan or spinning exorcist heads), but the next steps will likely be more around ensuring sane symmetrical topologies, better UV maps, and automatically building rigging (FK/IK) to allow for easy animation.

Re: Trellis – 3D mesh generative model

#35

Wow, these look amazing. I'm a layman, but I think this is what everyone's been thinking about ever since the first NeRF demos? EDIT: I went looking for those threads and found my own comment wishing for this 5 years ago https://news.ycombinator.com/item?id=22642628 The next step is to automatically add "nodes" to the 3D images where the model can pivot, rotate and whatnot and then boom, you have on-demand animated,…

> "The next step is to automatically add "nodes" to the 3D images where the model can pivot, rotate and whatnot and then boom, you have on-demand animated, interactive content." Well not really sure what you're talking about here wrt nodes (adding in arbitrary rotation/zoom sounds great in theory if all you're looking for is a lazy susan or spinning exorcist heads), but the next steps will likely be more around ensur…

I meant rigging, but I'm a layman so I don't know the terminology. But yes, symmetrical models with simpler meshes and better UV maps would definitely be needed to make it work as I'm imagining it

Re: Trellis – 3D mesh generative model

#38
post #21

Looks like the generated wireframes are still terrible and would need to be redone by hand. So no need for artists to worry about their job security just yet.

Question: How much do crappy wireframes actually matter? From a performance pov I've imported ridiculous meshes not intended for games into unreal. It worked. I can see this being ok for anything other than triple A games right?

Three things:

1. Unless we're strictly talking about static meshes (such as for scenery), building out the rigging/animation for garbage topologies is going to be absolute hell.

2. Your performance POV was for ONE mesh, but if your quad/triangle count is 10x higher than it needs to be, how well is it going to scale particularly on low-end gaming platforms?

3. Lighting/shadows/reflections can produce some pretty UGLY effects when your surface polygons are a mess.

Re: Trellis – 3D mesh generative model

#39
I'm impressed. I used layer diffusion to make this low poly airship: https://image.non.io/b3f843be-b1b4-468a-a0ec-9d58b191beee.we...

Which resulted in this: https://video.non.io/video-2732101706.mp4

Honestly not bad at all. Getting to the point of being able to use this as game assets.

Re: Trellis – 3D mesh generative model

#40
post #15

Wow, these look amazing. I'm a layman, but I think this is what everyone's been thinking about ever since the first NeRF demos? EDIT: I went looking for those threads and found my own comment wishing for this 5 years ago https://news.ycombinator.com/item?id=22642628 The next step is to automatically add "nodes" to the 3D images where the model can pivot, rotate and whatnot and then boom, you have on-demand animated,…

I'm interested to see how this affects 3D artists in game development studios. Will those studios use these tools and keep their artists, allowing them to push out more and more content, faster, and easier, or just keep a bunch of artists around, drop the other 80% of them, and use the tools to _replace_ those artists?

I hope they use it to create a bigger variety of assets. In lots of large games you start to notice where they've reused assets that could have used some more variation.
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